﻿#if CONVERT_MODELS
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using static MCSkin3D.ModelLoader;

namespace MCSkin3D.Models.Convert
{
	public class ModelQuadruped : ModelBase
	{
		public ModelRenderer head;
		public ModelRenderer body;
		public ModelRenderer leg1;
		public ModelRenderer leg2;
		public ModelRenderer leg3;
		public ModelRenderer leg4;
		protected float childYOffset = 8.0F;
		protected float childZOffset = 4.0F;

		public ModelQuadruped(int p_i1154_1_, float p_i1154_2_)
		{
			this.head = new ModelRenderer(this, 0, 0);
			this.head.addBox(-4.0F, -4.0F, -8.0F, 8, 8, 8, p_i1154_2_, "Head");
			this.head.setRotationPoint(0.0F, (float)(18 - p_i1154_1_), -6.0F);
			this.body = new ModelRenderer(this, 28, 8);
			this.body.addBox(-5.0F, -10.0F, -7.0F, 10, 16, 8, p_i1154_2_, "Body");
			this.body.setRotationPoint(0.0F, (float)(17 - p_i1154_1_), 2.0F);
			this.leg1 = new ModelRenderer(this, 0, 16);
			this.leg1.addBox(-2.0F, 0.0F, -2.0F, 4, p_i1154_1_, 4, p_i1154_2_, "Back Right Leg");
			this.leg1.setRotationPoint(-3.0F, (float)(24 - p_i1154_1_), 7.0F);
			this.leg2 = new ModelRenderer(this, 0, 16);
			this.leg2.addBox(-2.0F, 0.0F, -2.0F, 4, p_i1154_1_, 4, p_i1154_2_, "Back Left Leg");
			this.leg2.setRotationPoint(3.0F, (float)(24 - p_i1154_1_), 7.0F);
			this.leg3 = new ModelRenderer(this, 0, 16);
			this.leg3.addBox(-2.0F, 0.0F, -2.0F, 4, p_i1154_1_, 4, p_i1154_2_, "Front Right Leg");
			this.leg3.setRotationPoint(-3.0F, (float)(24 - p_i1154_1_), -5.0F);
			this.leg4 = new ModelRenderer(this, 0, 16);
			this.leg4.addBox(-2.0F, 0.0F, -2.0F, 4, p_i1154_1_, 4, p_i1154_2_, "Front Left Leg");
			this.leg4.setRotationPoint(3.0F, (float)(24 - p_i1154_1_), -5.0F);
		}

#if RENDER
		/**
		 * Sets the models various rotation angles then renders the model.
		 */
		public void render(Entity entityIn, float p_78088_2_, float p_78088_3_, float p_78088_4_, float p_78088_5_, float p_78088_6_, float scale)
		{
			this.setRotationAngles(p_78088_2_, p_78088_3_, p_78088_4_, p_78088_5_, p_78088_6_, scale, entityIn);

			if (this.isChild)
			{
				float f = 2.0F;
				GlStateManager.pushMatrix();
				GlStateManager.translate(0.0F, this.childYOffset * scale, this.childZOffset * scale);
				this.head.render(scale);
				GlStateManager.popMatrix();
				GlStateManager.pushMatrix();
				GlStateManager.scale(1.0F / f, 1.0F / f, 1.0F / f);
				GlStateManager.translate(0.0F, 24.0F * scale, 0.0F);
				this.body.render(scale);
				this.leg1.render(scale);
				this.leg2.render(scale);
				this.leg3.render(scale);
				this.leg4.render(scale);
				GlStateManager.popMatrix();
			}
			else
			{
				this.head.render(scale);
				this.body.render(scale);
				this.leg1.render(scale);
				this.leg2.render(scale);
				this.leg3.render(scale);
				this.leg4.render(scale);
			}
		}
#endif

		/**
		 * Sets the model's various rotation angles. For bipeds, par1 and par2 are used for animating the movement of arms
		 * and legs, where par1 represents the time(so that arms and legs swing back and forth) and par2 represents how
		 * "far" arms and legs can swing at most.
		 */
		public virtual void setRotationAngles(float limbSwing, float limbSwingAmount, float ageInTicks, float netHeadYaw, float headPitch, float scaleFactor, Entity entityIn)
		{
			this.head.rotateAngleX = headPitch * 0.017453292F;
			this.head.rotateAngleY = netHeadYaw * 0.017453292F;
			this.body.rotateAngleX = ((float)Math.PI / 2F);
			this.leg1.rotateAngleX = MathHelper.cos(limbSwing * 0.6662F) * 1.4F * limbSwingAmount;
			this.leg2.rotateAngleX = MathHelper.cos(limbSwing * 0.6662F + (float)Math.PI) * 1.4F * limbSwingAmount;
			this.leg3.rotateAngleX = MathHelper.cos(limbSwing * 0.6662F + (float)Math.PI) * 1.4F * limbSwingAmount;
			this.leg4.rotateAngleX = MathHelper.cos(limbSwing * 0.6662F) * 1.4F * limbSwingAmount;
		}
	}
}
#endif